ACTOR NukeBarrel : ttkDeadlyBarrel
{
 Obituary "%o was annihilated by a Nuclear Barrel"
 Tag "Nuke Barrel"
 //+NOBLOOD
 +CANBLAST
 +NOICEDEATH
 +PUSHABLE
 Health 50
 Radius 15
 Height 50
 Mass 200
 Scale 1.2
 States
 {
  Spawn:
	MEXP A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("GetCVar",52) == 1,"Remove")
  SpawnLoop:
	MEXP A 35
	Loop
  Death:
	MEXP A 6 
	MEXP B 20 A_Scream
	MEXP B 2 BRIGHT
	MEXP B 2
	MEXP B 2 BRIGHT
	MEXP C 2
	MEXP B 2 BRIGHT
	MEXP C 4 BRIGHT
	BEXP D 4 BRIGHT 
	TNT1 A 0 A_SpawnItemEx("NukeBarrelExplosion",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	BEXP E 4 BRIGHT
	BEXP F 4 
	BEXP G 3
	TNT1 A 1050 BRIGHT A_BarrelDestroy
	TNT1 A 5 A_Respawn
	Wait
 }
}

Actor NukeBarrelExplosion
{
 Radius 1
 Height 1
 PROJECTILE
 RENDERSTYLE ADD
 Damagetype "Explosion"
 +EXTREMEDEATH
 +SPAWNSOUNDSOURCE
 +FORCERADIUSDMG
 +BRIGHT
 ALPHA 0.8
 States
 {
  Spawn:
  Death:
	TNT1 A 0 A_StopSound(5)
	TNT1 A 0 A_SpawnItem("DarkDesNuke2")
	TNT1 A 0 A_Explode(100000,1000,0,1,666)
	Stop 
 }
}